Category Archives: RPGs

Gary Con Panel – Goodman Games – How To Write Adventure Modules The Don’t Suck

I have played a few DCC funnels at conventions and a few modules at the gaming table. I’ve even been a player in a play test of a module. I can’t mention that, but if my name shows up in the acknowledgements, you’ll know which one(s).

DCC seems to have a lot of interest in their modules, so I wanted to hear what their designers had to say. If I never have a published module, at least I can use the information to help design my own sessions, and games at conventions.

The panelists were Joseph Goodman, Michael Curtis, Jobe Bitman, Brendan LaSalle, and Bob Bledsaw, Jr. There were 20-25 in attendance, among whom were 3 women. When it came time to ask questions, only one of the women asked a question. That’s a significant ratio. What I wonder, is were the other two just there with their male S.O.’s, or were they really gamers with an interest in such things. Just my musings, no data to back up any of it.

What follows are just the transcription of my hastily scribbled and sometimes illegible notes. There are a lot of good points here for planning adventures in your own games, in addition to developing modules for publication.

Joseph Goodman started off by telling us that they have done this seminar multiple times before, and this time wanted to start off with each person telling what things inspire them.

1.) Things that inspire us to get a good output.

Michael Curtis

  • All writers are readers
    • Always have a notebook when reading – make note of certain words that evoke ideas, feelings, etc.
    • Follow up on ideas an author does not pursue.

Jobe Bitman

  • Movies, especiall humor.
  • Camping & hiking
  • New museum
  • New locations and feeling what the experience is like and relate to a fantasy world setting.
    • For ex. hiking is hard work, and there’s no way characters pack all the stuff they say that they do.

Brendan LaSalle

  • Big reader
  • Movies
  • Good TV
  • Poetry
  • Music – Heavy Metal Power Cords
  • Steals a lot of bad guy lines from comic books.

Bob Bledsaw, Jr. (Insight on how his dad prepared for campaigns & modules, from all the materials he left.)

  • Edgar Rice Burroughs, Robert Heilein, A. C. Clarke, poetry
  • Actually running campaigns
    • Notebooks filled with names of inns, NPC’s with brief designations, random monsters, and names & backgrounds for magical items.
    • Village book, fantastic weapons, Temple book, etc.
    • His father didn’t like to lead players.
    • Look at an inn as each class. How does a mage see this inn, a cleric, a thief?
    • What about a monster or obstacle is a problem for a cleric?
    • Leave world open

Joe Goodman

  • Goes to places with unique features
    • Elephant seal hatchery – they are 2,000 pounds and the size of a VW.
  • Monarch butterfly breeding ground – view through fantasy lens
  • Hurst castle
  • Wild zebras on beach near California coastal highway.
  • Alcatraz was a military island citadel before it was a prison.
  • Art and comic books

I think it was Brendan LaSalle who said these two things.

  1. Read Strunk & Whites Manual of Style once per year.
  2. Read what you have written out loud, or have someone read it to you with the Last Draft. If it doesn’t read well, it won’t play well.

A common theme was to playtest a module multiple times to get the flow and pacing right. You have to know how it will play out before you publish it. Someone said if it is a TPK every time, then it’s too hard. If about half the party survives, then it’s about right.

2.) One thing they love and one thing they hate.

Brendan

Love: Brilliant little detail, for ex. Legacy of Savage Kings has a dragon in a cavern with the coins of his treasure lovingly stacked along the wall.

Hate: No matter what happens, you can’t change what happens. He gave examples of NPC’s you can’t kill, or some other thing that no matter what they do it won’t change. It is better to think of what will happen if they kill this NPC, etc. Trust your DM (who will run the module). ALWAYS put the players center stage as the main characters of the story.

Michael

Love: Enjoys ambiguity to cause reader and player to imagine options, avoids set in stone. Leave it up to recipient to fill in the blanks.

Hate: Story should emerge and not be stuck in a narrative since it is a participatory game.

Bob

Be a storyteller, not a story dictator.

Jobe

Hate: Really long details with buried information the DM or player’s need. Make it easy to find.

Joseph

Players are the audience, but the GM is the customer. Word count for GM/Judge is wasted, 1-2 pages at most. Pages should be for the benefit of the players.

3.) How bring ideas together?

Bob – List of Hobbits, only with warrior sounding names. His father’s notes were rich in lore from the books he read.

Michael – Pick three things and create a riff on it. Then come up with a brief synopsis, elevator pitch.

Brendan – Do like Shakespeare – Steal/steal/steal. What if it is a murder mystery?
Take random ideas and throw them at specific thing for the background to see where it goes and what happens.
He is a firm believer in a crappy first draft, just get it done, then refine it.

Michael – If nothing else, do something that you enjoy and are passionate about. Find a way to make it an adventure.

Bob – Don’t let your own misgivings stop you from paying or publishing.

Joseph – Get practice, especially with random stuff.

Bob – Some people have favorite modules that are not what is the most popular. Someone will like it, even if not everyone.

4.) How break out of the linear mindset?

Michael – Don’t make decisions for the players, just set the scene.

Bob – If there is an intriguing hook, it will draw them in.

Mike – For publication there is a set word count. How might players overcome this obstacle. Come up with 3 or 4 things.

Brendan – Billy goat Gruff, but 25th level character. Create a setting and villains. You can’t cover all your bases. Trust your GM.

Joseph – Mental checklist of

  • Player choices
  • There is a chance for every player to shine.
  • Visual Descriptions – Use hulking humanoid instead of just saying orc.
  • No ziggurats – New and exciting ideas.
  • Good title
  • Good summary  – Focused enough to do a 2 or 3 sentence description – elevator pith.

5.) Bad guy development

Leave as many decisions as possible up to the players.

Base on someone you don’t like.

Don’t lock the front door to the dungeon.

Don’t leave necessary information in an inaccessible place.

No lock without a key. This can be a secret door, or another way around the obstacle. Always a way around it.

Brendan – Once you decide what he is, Imagine as your character or you personally. Such as a dragon or necromancer.
What will you do to stop adventurers?
What will you fail at?

Q&A

How get into the situation?/Start the setting for the adventure? (This was my question. I have trouble getting a good starting point for adventures.)

Brendan – In media res [In the middle of the action/story.] especially for a module, one-shot, or convention game.

Joseph – Robert E. Howard – In media res.

Brendan – Let the players screw themselves. Maybe they are all clerics, so they need hirelings to fill in the gaps. Always have a situation that requires dealing with magic.

Jobe – 1.) Be comfortable with system you are using, and just knowing the system might give you an idea.

2.) Avoid crating bottlenecks, have some secondary way to achieve the goal. A “key” to every lock doesn’t have to be literal.

Joseph – Easter Egg – Some benefit to players that test everything and one room *. Game changers – Players wreck the story line, handle it at the table.

Word count/size?

Brendan – Have a set number of encounters for four hours. For a convention setting, 6 to 8 encounters for four hours. Most modules can be played in four hours.

Jobe – Word count – Write as expressively as possible in the lowest word count.

Joseph – c. 10,000 words is about 16 pages in the format of Goodman Games’ modules.

How develop balance in a module? How do you know you have it right?

Brendan – Playtest/Playtest/Playtest as much as you can before publishing. Run at conventions, local game store with people you don’t know. A minimum of 3 times to playtest, once with friends, twice at conventions, no upper limit really.

Michael – Six months after it is released, you will know if the balance is right.

Jobe – If more than have killed, then still needs work. If less than half killed, then it’s probably pretty good.

Bob – Be prepared for anything. There should be enough source material to plan for unexpected things players do. Always leave a way out of a tough situation, but don’t make it easy.

Ogre Island and The Black Crate – My Saturday Session at Marmalade Dog

Here is my promised follow up post to my write up of Marmalade Dog 21, about the AD&D session I ran using a scenario from my campaign.

Urman the great is an archmage who has a stronghold on Ogre island. He sends adventurers to get information and items from the ancient city that is overrun by ogres, pirates, and other things. In this scenario, the rumored black crate, was on a ship caught in the same storm that nearly took the ship the players were on. The black crate is a large steamer trunk that agents of Urman send special items to him. He hires the newly arrived party to go and retrieve it. He gives them a magical lock that will return the crate to him. It has been magically hidden, so he can’t just find it himself, and being an archmage, has other things taking up his time.

It was a fun session and +Laura Rose Williams drove from Lansing after a meeting and a birthday party, just so she could play in my game. That was so cool! Her druid decided to cast a spell against some giant spiders they found when they decided that they wanted to go check out the ancient college of magic. She lost initiative, and got bit twice, and failed her save versus one of the bites. That was in less than the first hour of play. Laura said, “What is this DCC?” Which got a big laugh, as many at the table play DCC. I met Laura last year at Marmalade Dog, and we both played our first DCC last year.

Mourning The Dead Druid
Mourning The Dead Druid

I let her use the magic user, who had a spell that ended up saving another player at the end of the game.

I was supposed to have pre-gens ready for the players, but I had technical difficulties. So I had an idea that everyone liked. I hand wrote character templates on index cards. I started with just the random magic I rolled up from the tables in the DMG. Weapons and armor, potions, scrolls, wands, and miscellaneous items.  I then figured out THAC0, number of hit dice, minimum ability scores, saving throws, and base abilities for thief and monk, and number of base spells for spell casters.

These were 5th level characters, and based on the experience points to get a magic user and illusionist to 5th level, the druid and the thief were 6th level. Other than one magic item I rolled that I did not remember being a cursed item, and another that required exceptional strength to use, the others worked out well. I re-rolled those two items. I then had the players roll stats, and if they rolled really bad, would have at least the minimum stat needed for that class. That gave it a bit of customizeability that the players liked. I let spell casters choose whatever spells they wanted. The players really liked the amount of things settled for them, but that they still had a hand in creating their characters. I didn’t time how long it took, and of course, most of the time was taken up by spell casters choosing spells.

With most of the choices they made, and certain magic items, a first level party could have played this scenario and completed it. They avoided combat for the most part, and did a lot of bluffing their way through. Of course, there were several key rolls I made for the bad guys that made it easier for them. One NPC just missed his roll to realize there was an elf and a cleric of the wrong religion present that really made things easier for them.

The players really liked that this was a sandbox scenario, that I didn’t force their hand. I let them go into the college of magic that is abandoned and full of nasty things. They lost the druid to giant spiders and decided to leave. A raging flesh golem crossed their path, but didn’t see them. A different roll, and they’d have had a fight. They just walked past a group of goblins arguing over guard duty, and bluffed their way into standing watch on the wreckage of the ship so they could explore it.

I told them that I didn’t come up with a good name for the wrecked ship, and The Storm Witch was suggested. What a great name! I’m keeping it! The crate wasn’t there, so they managed to go to the tavern that served the pirates and got a lead in the general direction of the crate. It was decided to use the ancient aqueduct system to travel above the city. This allowed them to avoid most encounters, and lookouts and others didn’t manage to see them up there running around.

They had an encounter with a harpy that charmed three of them, but the cleric used his wand of fear to drive off the harpy, and dispel magic to break the charm. They were sneaky and managed to avoid detection until they got in sight of the crate being guarded by 8 ogres. The illusionist used invisibility 10′ radius to get them close enough to use the two potions of ogre control that Urman gave them, and convinced 6 of the ogres to go check out a fight, and those six convinced one of the remaining two to join them.

Then they waited until those 7 were out of sight, and used a wand of paralyzation to freeze the last ogre. They then ran up and attached the lock before  they could be stopped. Goblins ran up and shot them, and knocked the illusionist to 0 hit points before the magic of the lock and crate took them out of range. It was a challenge to grab the illusionist and keep him from falling off without one of the one’s grabbing him also falling. After a string of hilarious rolls of failure to attempt to grab the illusionist, the last thing that worked was feather fall, cast by Laura’s wizard, and they completed the mission and were congratulated and thanked by Urman.

We got done an hour early. This was because they only fought when they felt they had to, and withdrew when the fight was going against them. Had they had more fights, or not been as sneaky, the outcome would have been much different.

I made them give back the index cards, because I plan to type those up and can make templates based on levels. That’s one thing I really like about OSRIC [Link Reporting 503 for months: http://black-blade-publishing.com/Store/tabid/65/pid/39/OSRIC-Hardback-print-.aspx], that it groups all the information you need on a given class into one place. It has every class from the AD&D Player’s Handbook, except monks and bards. AD&D bards are too complex, I will use one of the other OSR bard classes going forward. I will reserve AD&D bards for NPC’s, as they will be rare.

I will write up a separate article on my templates, and have an example that is typed. In addition, a cheat sheet with limitations for each race would be needed. My goal is something small and portable, either index cards, or maybe a booklet with all the information in each.

Marmalade Dog 21

Marmalade Dog 21 was Friday, Saturday, and Sunday, March 18-20, 2016, at Western University in Kalamazoo, Michigan. I had planned to attend today and play in the first slot, but I woke up with a stuffy nose and ear, and a sore throat.

We did not have an official OSR slot this year, like we did last year. I have decided that once we find out when Marmalade Dog is next year that I will step up and coordinate an OSR track. The exception is if it is the same weekend as Gary Con. Last year, the convention was in early February, so I asked if they know yet when it will be next year. The answer is that the university tells them what date they can have, or occasionally what dates they can choose from. So such a variable makes it understandable why it isn’t consistent with the month they have it. I live in southern Kalamazoo County, so am only about 20 minutes away from campus.

Normally the deadline for GM sign up to run games, and get free admission, for each day that they run a session, and a t-shirt, is December 31. I didn’t get signed up to run a game by then. In February, I looked and there were some OSR type games, but three sessions the first, fifth, and seventh, did not have any. So I signed up at the website for the first and fifth session, and was not automatically rejected. I never got an email for confirmation that I wasn’t rejected. So last weekend, I went to the website and checked, and my sign ups were on the list of scheduled games. I then hurried up and got ready.

Session 1: 3:00 pm on Friday. As with last year, no one showed up to my game. If things work out to coordinate an OSR track next year, we’ll have to drum up enough players to commit to a first session game.  I ran the same thing for Session 5 on Saturday.

Session 2: Friday was 7:30 pm – 11:30 pm. +Forest Ray ran a Swords & Wizardry Complete setting, called Muskets & Magic Users. It was S&W with muskets. We were first level adventurers hired by the town to go stop the pirates who raided their town. Non magic users got issued a musket that did 1d12, that fired once per round. Magic users got a wand of magic missile that had 5 first level spells per day and regenerated its charges overnight.

That was a fun little session, and my magic user used Charm Person to make a “friend” of one of the pirates that was on the raiding party that came into the tavern where we were. This made it easier to find the other pirates in the raiding party, secure their boat, and go out to their ship. We managed to take the ship and go clean out the pirate hideout, then go fight the dragon ship of the pirate queen. It was a fun game.

Forest always hands out goodies for his games, and we each got a bag of dice and a button with the name of his game, and the rules system. Forest came down from Lansing and got a hotel to run and play games all three days. In addition to swag, he brought 3 copies of Swords & Wizardry Complete for reference. I didn’t bring mine as I was already lugging three AD&D Player Handbooks, the OSRIC Player Handbook, and a DMG for my earlier session.

Muskets & Magic Users
Muskets & Magic Users

Charles, who played in one of my sessions of Homlett from last year, and was looking forward to my game Saturday night. He said he runs Swords & Wizardry sometimes. He actually lives in my town, but I lost his number. I put it in my cell so I can’t lose it. We also had a couple, Joseph and Priscilla, who played S&W for the first time and had a blast. They were both experienced gamers. He lives in a town about 15 miles south of me, so we are planning to get together IRL for gaming. She lives about a half hour away in the other direction. We had one other player, and I am blanking on the name. I did not think to take a picture of play at the table.

Session 3: 10:00 am on Saturday, I played DCC’s Frozen in Time as a 0-level funnel, by +Mike Carlson.  Mike came down from Lansing for the day. I played this funnel with him last year. Others had played it, but I didn’t remember most of the key details, so it was like a new adventure. I only remembered things as we encountered them. It was a good time. We had a full table with 6 players. Four of us were experienced gamers with DCC experience. The other two were a couple, Seth had RPG experience, and this was Gretchen’s first roleplaying experience. She had a good time. This couple lives about an hour away, in Benton Harbor, so they are having a challenge finding a group. +Clayton Williams from Lansing and +James DeYonke and his friend Dave, from Ann Arbor, one and two hours away, respectively.

DCC at Marmalade Dog 21
DCC at Marmalade Dog 21

Session 4: 3:00 pm, Saturday. +Forest Ray ran Da Orkz Iz Back, a White Star scenario. I meant to bring my White Star books, but didn’t think to set them out, or put in my bag before I went to bed. This was the first time I had played White Star. Mike Carlson joined in, as did Charles, Joseph, and Priscilla from the night before in Muskets and Magic Users.

Forest & Players White Star
Forest & Players White Star
White Star At Marmalade Dog 21
White Star At Marmalade Dog 21

This was a scenario that needed at least one Star Knight and one pilot with the rest mercenaries. I rolled up a very uncharismatic Star Knight, and we had two pilots and two mercenaries. We were hired to investigate the loss of contact with Altair 6, a relatively new colony. There was no contact with the Star Knight Monastery, the city, and the star port. We found that legendary orcs who were thought to be myth were real, and were working with a couple of Void Knights. My Star Knight couldn’t hit the Void Knight with his star sword. The rest of the party gunned down the other Void Knight and one of the pilots picked up his void knight sword and managed to stab the void knight I was fighting. In another combat, I finally managed to hit something with my star sword. I was much better when I was shooting my blaster pistol.

Da Orkz Iz Back
Da Orkz Iz Back

Session 5: 7:00 pm on Saturday. I ran a scenario based on an area of my home campaign that I wanted to flesh out – Ogre Island and the Black Crate. I will write up a separate article on this.

Sunday has two sessions, Session 6 at 11:00 am and  7 at 3:30 pm.

Session 6: Forest ran Mutant University using the Mutant Future system. I had planned to attend that before I woke up with a cold and no energy.

Session 7: did not have any what I thought were obvious OSR games. I was thinking of playing a game of Fate, which I have never played. Maybe next year.

What I learned from this experience.

  • I need to commit to this local con, since it is in my backyard. As long as it does not conflict with Gary Con or other things I want to do, I will go.
    • If it is the same weekend as Gary Con, I can still try to coordinate an OSR track, for any not going to Gary Con.  I can recruit an assistant to handle things of the actual weekend.
  • Last year, after I saw how much time it took me to get ready to run Village of Homlet, I decided it would have been just as easy to come up with my own scenario that I would know like the back of my hand.
    • This idea proved true. I used the opportunity to flesh out an area of my campaign I had been wanting to do for a long time.
  • People will drive from a couple hours away to come for Saturday. A strong OSR presence could attract a lot more people.
    • Advertising on G+ an other outlets could increase the attendance.
    • Keep the line of communication open with other players from the region.
  • If you run a 6 person game, you get one folding table that is just big enough. If you run an 8 person game you get two folding tables.
  • Swag is cool. Perhaps publishers would provide swag, or templates for GM’s to make their own swag.
    • DCC has some cool stuff with bookmarks, buttons, pens, pencils, and more.

Mark Hunt – An Interview – The Return of GangBusters

I knew +Mark Hunt from G+ and just happened to meet him at +John Reyst’s Open Gaming Store booth. I recalled seeing a post about Gangbusters, but it had not clicked that it was back. Mark has a license to the GangBusters game! I first learned of Mark with his prolific postings of items for White Star. Many know him for his DCC setting Drongo.

Mark was signing a Gangbuster’s box, and it had the look and size of what I remember from 30+ years ago. The guy asked Mark to sign it and I was really puzzled, thinking it was an original boxed set, until Mark explained that it was his game.

We talked about collaborating on some things in multiple genres/rule systems, one of them being Gang Busters! Wow! I haven’t played in 30+ years, so I guess I need to brush up on the rules….

I did a phone interview with Mark on Saturday, March 12th. Before I started asking interview questions, he mentioned that he is good for the next 3 or 4 years of putting stuff out on a regular basis.

Interview Questions

When did you get your start in RPG’s?
Summer 1979. D&D Red Box and Blue Box. One day in Jr. High, we talked about it in the  Lunch room & met up after school.

What games have you played?
Call of Cthulhu, AD&D, probably hundreds since then. Powers & Perils, Champions, you name it, I played it. I have played every year since then. I once played Champions two years straight.

What games have you ran?
I have ran pretty much just about every game. Which helped a lot with game design, you have to play games and know what is out there, if you want to make games.

I’ve been running GangBusters since 1983. I have enough stuff on hard drive to fill a dozen books without even trying.

What games do you still play or run?
GangBusters, D&D, Swords of the Empire, DCC, Basic, Swords & Sorcery, C&C, Call of Cthulhu, and boardgames, just games, our group tries to keep playing.

How many women players have you had in all of your games?
Dozens, our first group had women back in 1979, and 3 or 4 at a time all the way to the present. It’s easy.

Does you wife play?
No

Does it cause problems?
No, she plays computer games, some are RPG’s, just not table top.

What does she think of your endeavors?
She likes it, especially when they start cashing in. I take what I make and roll it into producing the next game.

Have you ever had a woman GM?
Yes, a few. They are just like everyone else.  I’ve played all over the world so I had all the kinds of game masters that you can think of.

You played all over the world because you were in the Air Force?
Yes for six years and it included the1st Gulf War. We used to play Twilight 2000 in Germany back in the 80’s. A game where we go to war with Russia and get stranded in Europe when it happens. We used all the strategies and tactics we knew, and we had more authenticity than most people.

You seem to have an eclectic taste in genres and historical periods, do you find it hard to focus with so many different irons in the fire?
No.

Why not?
I like to read all kinds of stuff. I know a lot about this, this and this. If there is something you need to know, read a book. My dad says, They hide things they don’t want people to know in a book. A game designer should always be reading, and learning more stuff.

You got your start, at least in my experience, of publishing ships, classes, and supplements for White Star. Was that your real start?It was actually Drongo, then Planetary Transmission and some free items for White Star.

NOTE: Drongo is a DCC compatible setting.

I know you have a Napoleonic era game in the works, and other things, what can you tell us about that?
Swords of the Empire will be ready by the beginning of next month. People can follow on the G+ page [Private link, unable to archive when G+ ceased.] and watch development of it, and see how it has changed and evolved. I revise based on feedback from others’ comments in the community.

The latest project seems to be a runaway success – GangBusters.
Is that a game you played back in the day?
NOTE: See above, he’s been playing and GMing it since it came out in 1983.

What made you decided to go for a license to GangBusters?
It was just sitting there and I just asked if I can use it and it went from there. If I like it, there has to be others that like it. If I can sell enough and it can pay for the effort I put into it, all the better.

Is it an exclusive license, that is, are you the only one licensed to do anyting with GB?
So far, I’m the only one out there. I’m working on several things, just making stuff work. I can’t go into more detail at this time.

How hard was it to get the license to do this?
More or less I just asked Rick Krebs and he was receptive. I can’t get into any details on that either. There is stuff [other famous IP] that people can probably pick up if they put in some effort to research it. It is not impossible, is the best I can say.

What did Rick Krebs say when you asked him, was he excited?
Others had talked to him and it never went anywhere, so I showed him what I can do and he purchased it and reviewed it. When the writer likes it and says keep doing it, that’s a seal of approval.

Why the twist with the “Weird Tales & Paranormal Investigations?
Actually it existed in the original setting. In Polyhedron magazine, they had an adventure with giant bugs that took over a farm. I did not create it out of thin air, it existed in some shape or form in the original game.
The original game talked about various ideas for how to expand it. All I did was expand it. I read all the articles where they mentioned GangBusters. I am making it modular so you can use or not, or expand or not, cause at the end of the day it is still a game of cops & robbers. If you can’t find an adventure after a night of watching TV, with so many police procedurals that are on now, I can’t help you, NCIS, X-files, etc. Warehoue 13, Thin Man, etc. There is so much that fits.
Me – It’s seeing the connections.
Mark – Exactly. I increased the book size to show what you can do with it. It doesn’t have to be just gangsters. You can do journalists. The Incredible Hulk is about new reporter chasing the Hulk cross country. The players  could be a pool of reporters in an Enquirer type organization.
Me – GangBusters is set in the same time period as H.P. Lovecraft was writing.
Mark – I’m staying away from the Cthulhu mythos, there is more out there than just that.
If you want to play Call of Cthulhu play it, it’s a great game. If you want to go in different directions, play my game. Play GangBusters, there is enough out there to keep you busy

I really like the NPC card decks, what was your inspiration for those?
Old police mugshots. I make cards with mugshots, with enough stats to run. I made the first 18, then another 18, and eventually I’ll have a full deck of 52 cards. Literally take a card and you are ready to play. At Gary Con I passed out cards, and said, this is what stats mean and we were up and running in minutes. NPC’s, bad guys, players, etc. They are small and portable. Once you know the rules that’s all you need. Keep it in your wallet and you’re ready to play whenever and wherever. [See this YouTube video for a sample of the cards.]

Me – They make a great tool for a pick up or convention game for pre-gens. There was a lot of buzz from those who played in the games Mark ran.

It’s been mentioned on the G+ TSR GangBusters Community, that you plan to do a Kickstarter. I know that you have a goal to have everything ready before the Kickstarter and to keep it manageable. How much can you tell us about that?
I’m still working on it. Eventually there will be a box set, hard back book, GM screen, and modules, plus add ons will all be figured out and done. So once we hit our goal and are funded, I will order and ship. I did a test run of box sets, and people are impressed with what I have now. Some have shipped to Spain, England, all over world now. I hope a Kickstarter will help it reach a bigger area.

When might we get wind of the Kickstarter?
Depends on when I get done with something in the background – I can’t talk about it – then preparing for the Kickstarter will start to speed up.

What is the secret to your prolific output? I ask, because it is an amazing story that just floored me. I was giving you a hard time at Gary Con to slow down because you’re making the rest of us look bad.
Last year was my last chemo – I was diagnosed with non-Hodgkins lymphoma and going through treatments. I said to myself, “If this is my last year, I’m going to do what I want to do,” and I literally drove myself to do these games, even if only 5 words in a day. After a year, I had a lot. I just hacked it out piece by piece. “Never give up, never surrender,” as they say. Marks’ wife can be heard in the background: “He’s not going to do anything else. By Grapthar’s hammer….”
To the outside world it appeared like I was cranking it out fast, it seemed like a lot real fast. As they say, an overnight success is ten year’s worth of work. A lot of games that blew up were simmering in the background and no one paid attention until they got done.

You mentioned you were seeking a license to do a game with a big name, and well-know IP, but it fell through. 
Any clues to other IP’s you have your eye on? (Probably not, since you don’t want to spoil it.)
Exactly. I’m always looking for more stuff, but can’t mention them, so I don’t get scooped. If it’s not being used, why not? A Lot of stuff is just sitting quietly. It’s not hard if you do the work and ask. The worst they can say is, “No.”
Drongo for DCC is mine and I can always go and do a BX version. As long as I don’t compete with one of their [Goodman Games] products it should be OK.

Any hints about projects coming up?
Oh geeze, let me look at my hard drive. I’ve thought about one or two retroclones, but will mention those when the time is right. I don’t want it all at once, that is, I want to spread it out. Cloaked Avengers is a new class for GangBusters in the next month, like the Shadow. You can add to an existing GangBusters game with mysterious powers. I’m also working on a WWI alternate history for GangBusters.  I plan to stage so it’s not out all at once, and do one or two adventures to flesh out stuff  I already have.

Joe’s Diner was 6 or 7 pages, then 18, then 32, then I made little booklets. The PDF is automatically updated, so it’s done. The only way to get it in book form is in the boxed set.
Me – That’s a smart way to drive sales.
Mark – Exactly.

Have you seen all the talk about yesterday’s press release about the new TableTop Library site?
Yes. I’m thinking about trying to sell stuff there, it’s one more avenue for sales.

Anything else you want us to know about?
Hit me up on G+ if you see me, and help out get the word out, Swords of the Empire, GangBusters , Fantasy game – no name yet. Everything is just falling into place so fast it is ridiculous. I might have Boxed sets [of the yet to be named and released fantasy game ] at NTRPGCon.

GangBusters boxed sets and T-Shirts, and Swords of the Empire boxed sets will definitely be at North Texas RPG Con.

– – –

Mark is a really nice guy, easy to talk to, and inviting. Other aspiring game designers were asking him to look at their stuff, and he was looking forward to it. He knows game mechanics. Just wjile talking about general ideas, he had an idea for something. Being in his presence, I couldn’t help but be infected by his enthusiasm for games. If we lived in the same town, I’d find a way to play in his games.

Mark is enjoying life and riding this dream of designing games and having a blast while doing it. I expect to hear exciting things in the coming weeks.

Wednesday Night AD&D on Roll 20 – Session 100!

I’ve been playing a weekly AD&D game, Graveyard of Empires:The Islands of Curabel, for two years next week, and also session 100. We missed two weeks for DM vacation, etc. and one when not enough players showed. 100 represents the number of played sessions. I am the only player who has attended every session, with the same character. There is one other active player that has been at it since session one. On session 98, the rest of us thought his character was dead, so the character is “out of play” for simplicity’s sake, until the character can make his way back to us.

This is very cool, to be on the brink of 100 online sessions. All the more because I know that many games fizzle after a while. I would be curious to know how many Roll20 campaigns are still going this long, or longer?

Our DM, John, does Sandbox style. He has set things planned, with pre-programmed events that happen whether or not we take the bait to go do things. We have surprised him with things we chose to do or ignore. He talks about his campaign over on his blog, Dwarven Automata. He has shared his campaign bible, scripts her uses for generating NPC’s, directions, weather, etc. John has also shared DM notes on player write ups. He only recently started this, so only have a few sessions done.

We seem to have the right mix of players who get AD&D and we have fun. I look forward to riding this out and see what transpires.

I’ll be posting an email interview with our DM when it’s ready. In the meantime, I thought I’d post this and test the waters to see how many other games have lasted so long.

What is the longest running Roll20/other online platform game you have played in?

Not Another Awesome Kickstarter! – New Big Dragon’s Classic Edition GM Screen

The day after I listed all the Kickstarters on which I spent too much money*, +Richard LeBlanc launches another one for his Classic Edition GM Screen.

The video says it all, and if you read the details, you will see that he has it all planned out. The layout is done, and he obviously has a sample and verified the weight, as the two backer levels with physical products have postage built in.

The initial level is just the PDF’s at $7, then a jump to $43, and for two of each physical item, $71. Barring humid conditions he plans to deliver the end of April. For someone as well organized and focused as Richard appears to be, I have no doubt that he’ll deliver.

This is how a Kickstarter should be done, all the work of the product is finished. There is UV protection for the screen to prevent/minimize fading.

It is more than just the two piece GM screen, it includes:

  • An 8 page GM reference document of all the tables on the screen.
  • 8 individual card stock character sheets for the 7 main classes and one generic sheet.
  • A spell record sheet.
  • A character record log.
  • A 4 page cleric spell handout.
  • An 8 page magic user spell handout.

All of this is illustrated by images by Arthur Rackham. I assume these area all public domain images, which will keep costs down.

The funding goal is not too large, $4,500, so I suspect it will fund quickly, unless no one really wants such a GM screen. He isn’t interested in stretch goals because he has a product ready to go, and wants it done. More projects should be simple, and at most do stretch goals that fit the overall tone and scope of the project.

$43 seems a bit steep. All the one gets is awesome. I am curious how much this would be without shipping. If it works with all/most original rules and clones, it is a definite plus. I am torn. I want it. The PDF only level is easily affordable, but I also want the physical product. I’ll probably fail my save vs. Kickstarter on this one, but we’ll see. I’ll try to give it a few days.

It would be neat to see a screen only option that includes the PDFs of everything. I’m not sure I would use the character sheets, and it wouldn’t be hard to print the spell lists from the PDFs. I wouldn’t want to write on those fancy sheets. If they were dry erase compatible, then I’d definitely use them.

*Is it possible to spend too much money on RPG materials?

UPDATE: See this article on The Dilemma of Pricing Kickstarters, by Richard LeBlanc, of the above mentioned KS. Very insightful. Those planning their own KS should pay attention. He plans a FAQ on top of this article.

Kickstarter Update – My Backed Kickstarters and Their Status

I figured that I would take a break from my posts on Gary Con and do a long overdue update on the Kickstarters I have backed. The stalled, the failed, the late, and the in process.

My oldest outstanding Kickstarter is City State of the Invincible Overlord. It has a lot of issues, and November, 2015 marked a year that it was behind. Erik Tenkar posted an article on it today, so I won’t re-hash it here. I pledged at the $40 level.

The Great Kingdom is the next oldest project that I backed. It is D&D Documentary #2, that is stalled in legal limbo with D&D Documentary #1. I’m out $50 for this one. If I could, I would give my $50 to D&D Documentary #3, that I wrote about here.

Grimtooth’s Ultimate Traps Collection was slated to deliver in July, 2015, as per the information on the Kickstarter page. It was overly complex in my opinion, as there were multiple hard cover books, each with different content, essentially each a different book. While I have seen pictures on G+ of some who have received theirs, I must be in the group getting theirs with the second round of shipments. While it is late, I’m not worried as others have theirs. I backed at the $50 level.

The Planet Mercenary Roleplaying Game is one I backed for one of the options instead of the game itself. I read Schlock Mercenary, and like the 70 Maxims, so went for the hard back book. As per the last update, we may be seeing that soon.

I backed the Metamorphosis Alpha: Epsilon City at the $95 level. My ability to resist these things is tragically low. If only my blogging or other endeavors matched the outlay for these things…. It was slated to deliver in March, 2016, but it won’t hit that target. I think it will eventually deliver and be an awesome product.

The most adventurous level of backing for any Kickstarter is the Marmoreal Tomb at $150. It was slated for March, 2016 delivery, but is not going to hit that target. Both Ernie and Benoist had the flu and other minor delays. There are regular updates on the Facebook page of The Hobby Shop Dungeon, and the Kickstarter page. I know it will eventually deliver.

The B/X Monster Reference Index is another one by +Peter Regan. It was short, limited stretch goal changes, and I already have it. I’ll do a separate post on its awesomeness.

Fifty Fantastic Functions of the D50 by Goodman Games and the GameScience d50. This was a quick Kickstarter and delivered lightning fast. I got Lou Zocchi to sign it at Gary Con. There are lots of cool ideas in this book.

I backed the original ACKS and hadn’t backed any of their other Kickstarters until now. This time, I went with Lairs & Encounters. I must say, the preview of the lair maps are awesome! I backed at the $50 level. It is slated to deliver in March, 2016. Even if it slips into April, I won’t be disappointed.

I’m not much of one for card games, but the original Dungeon Solitaire rules intrigued me, so I gave into the KS for Dungeon Solitaire: Labyrinth of Souls.  I went for the $50 level for two decks. the art alone is awesome! It is slated for June, 2016 delivery and so far, everything is on track.

Because +Peter Regan is involved, I gave in to the Black Hack. As I was writing this article, I got notice of the need to fill in my survey. The PDF coupon will be sent to my email soon. This is slated to deliver in April. I backed at the 8 pound level, about $13 I think it was. I have no doubt, barring an issue with the printer or mail, I will get it on time.

I gave into the cuteness of the Baby Bestiary Vol. 2 and Vol. 1 Reprint. It funded on March 8th, and is slated for delivery in August, 2016. It was cool to see all the art in progress. I look forward to this. I gave in to the $75 level, since I missed volume 1.

Finally, there are three Kickstarters that are in their final days and weeks.

World Architect Cards are cool cards for building locations for a new world, or running a figure out what’s there style hex crawl. The fund drive ends March 16, so there’s still a couple of days to get involved. I went for the $35 level, which includes all the stretch goals. They need almost $500 for the final stretch goal: Layered Tiff Files Released to all backers at $10 and above.

The ABCs of RPGs – Books and Coloring for Adults and Kids! is a bunch of cool art. I’m a grandfather, so my granddaughter might like this when she is older. I also got one for myself. I hope I can get more in the future, if I am ever blessed with more grandchildren. The two coloring books and two activity book option is $30. The funding for this one is solid. If they get another $40,000, they’ll do it as a board book. Delivery is slated for August, 2016.

Finally, I have backed a gemstone dice Kickstarter, Cat’s Eye Gemstone Dice Polyhedral Sets, d6’s, & d20’s. I went in at the $45 level. The funding drive runs through March 30, and they are not yet halfway to their goal of $12,500.  Delivery is slated for June, 2016. I won’t be sad if this doesn’t fund. Yes, I want cool dice, but I went a bit overboard adding so many new Kickstarters to the list.

The year is young, and I need to hold back, in case there is something I just can’t do without. Just remember, I don’t have a problem….

Gary Con VIII – Podcasting Panel

The Gary Con Podcast Panel, with hosts from Game School, Gaming and BS, Cube of Death, Drink Spin Run, and Dead Games Society discussed gear, and other practical aspects of podcasting.

I am interested in podcasting, but I’m not sure that I have what it takes to make it a regular thing. I went to get some insight into the process. The basics to get started are less than $100 on the low end, to unlimited. This is not a formal article, but more my notes on the discussion.

The panel was recorded, so it is intended to be shared somewhere. Until then, here is a very quick outline of the presentation from my notes. I look forward to the recording so I can figure out what a couple of quick scribbles are in my notes.

Tech

Each podcast host mentioned the gear they use and things to consider when getting gear for your own podcast.

The bare minimum needed is a microphone, headphones, and a way to edit sound. Less than $100 if use free sound editor.

  • Microphones – 2 main types
    • condenser – wide range, very sensitive. Need to have a separate room/space to pad out noise
      • Blue Yeti
    • dynamic – Rejection – front & center
      • ATI 2100
  • Headphones
  • Sound editing program/mixer/ soundboard
    • Audacity is free sound editing program
  • Pop filter – also speaking past microphone if pop filter not enough
  • Vibration isolation
    • scissor arm
    • separate table for the microphone

Hosting

  • Can host files on your own or use a service. If host on own it can lead to limitations of bandwidth.
  • RSS Feed – This is how people find and listen to your podcast.
  • iTunes & Website – Squarespace – simple installation
  • Host file at Blueberry or Libsyn – Both have plugins for WordPress. both have $x a month plans.
  • PodBeam
  • Free at Archive.org – it is slow and can make listening choppy, or freeze.
  • Filesizes – 200 MB is too big for download, usually 30 or 40 MB.
    • There is a site that explains sound quality based on file size. good quality at around 40-50 MB

Tips & Tricks

  • Microphone Discipline:
    • Never Eat at the microphone.
    • Mute if not talking.
    • A pause from a guest is not an invitation to talk. Wait and make sure they aren’t just taking a breath.
      • Wait five seconds before you speak, they may just be taking a breath.
  • Do a pilot episode that you never share to work out the kinks.
  • Start small wit an inexpensive microphone and audacity to make sure it is something you can and want to do before laying out large sums on high end equipment.
  • Longevity gets guests.
  • Podcast fade – Most podcasts fail within 7 episodes.
  • G+ Podcasting Community
  • Make a thing you are interested in so that you keep doing it.
  • Don’t set self up for failure.
  • What value do you bring to the community with your podcast?
    • Content – What is your niche? (Avatar)
    • Conversation
    • Scripted topics of discussion
      • Plan episodes from a storytelling perspective. Does not need to be a complete script, but an outline to guide the conversation.
  • Podcast: Out On The Wire on Public Radio.
  • Avoid long intros
  • Avoid upspeak. this was a particular pet peeve of one presenter, and I must say, I agree with him.
  • Listen to other podcasts to figure out what you like.
  • Half hour podcast is ideal. (80% of people listen to podcasts on the commute to & from work or otherwise in their cars.)
  • Getting Guests & Good Interviews
    • Guest Dock – Form on site the guest fill out. Pick 3 things you want to talk about in order of importance & have them write their own third person bio, and any NSFW disclosures.
    • What is on & off the table?
  • Logistics:
    • Acts or segments to break it up. Used a timer
      • Show notes to reference the time of each segment.
    • Length of show
    • Audio bumpers after each segment.
    • Grab Bag – old quick idea for a topic. (Originated with boring guests.)
    • Call & Oates – Hall & Oates on crappy MIDI.
    • Shared Google Drive for collaborators to work on scripts, planning, etc.
  • Hosting – Solo, or with a co-host.
  • Facts/Interviews/Learn Things
  • Host Chemistry is important is multiple hosts.
  • Have some in the can, that way you can take a day off.
    • Record several sessions before post the first one, if a weekly podcast.
  • Have a location where you record that is limited on errant sounds, such as traffic, family members, pets, etc.

Promotion

  • How grow audience?
    • Social Media
    • G+ community – put post after done recording episode announcing the topic, and another when it is posted.
    • Twitter feed.
    • Mailing List – email sign up.
    • Do a guest show & the very best it can be
    • Audience participation
    • Mention what you liked on other podcasts
    • Crossover/cross promotion
      • Not hard to get other podcasters on your show
      • Increase Luck Surface Area

Pet Peeves on Podcasts

  • Interrupting guests
  • Excessive rants
  • Laughing at something for no reason.
    • No nervous laughter
  • Not passing important visual queue to the audience
    • ex. Look at this, when audio only.
  • Super long intros & transitions (bumpers)
    • 15 second into. tops
  • Forced Academia – Level of pompousness/arrogance
    • Don’t condescend
    • No bad/wrong fun
    • Don’t shit in pool

Audience Questions

  • How handle multiple guests?
    • How “GM” the interview?
  • How do you triage or post-mortem each episode? (My question)
    • Pay attention to each piece
    • Take notes
    • Feedback from listeners
    • LISTEN to each episode the very next day.
      • What was good, what can be done better, what segment doesn’t fit, etc.
    • Listen to yourself.
      • You will find things in the way you speak and your own vocal quirks that you want to fix.
  • What is the right ratio of recording the show to editing?
    • Silence is no problem at all.
    • Don’t fix everything.
      • Max 4 hours to fix a one hour show.
      • Find the right ratio of re
      • Editing is the difference between a good show and a great show.

[Update: Added links to Part I and Part II of the recorded panel at Dead Games Society.]

A Solo Presentation and Chat With Michael Witwer

Following the presentation, Growing Up Gygax, there was another presentation by Michael Witwer, Genesis: Unexpected Journey of Gary Gygax. The word that this event was moved did not happen, or else I was the only one signed up. There was audio visual trouble, so we just sat down next to each other and he ran the Power Point on his laptop.

Michael identified the correct name of the sanatorium Gary explored as a youth, with its below ground tunnels. He referred to them as steam tunnels or laundry tunnels. At the mention of steam tunnels, I found it oddly ironic about the “steam tunnel guy” in the 80’s.

Gary called it the Oak Hill Sanitarium. It was actually the Oak Wood Sanitorium on Catholic Hill, so Oak and Hill were put together, causing the difficulty. When Gary was young, the building still stood and the steam or laundry tunnels were still accessible. There were also holding cells, very much a dungeon setting.

It was cool to sit down and talk a bit about his book, Empire of Imagination, etc. Recently, the audiobook version came out. Next the paper back is forthcoming and will have additions and corrections. Michael is super cool and a nice guy. He has ideas for other books, but he’s not sure if he’ll ever do another biography. I bought a copy of Michael’s book, and got his autograph.

On Saturday, before I left, I ran into Stephen Sullivan, and got a copy of the color print of his map for the end pages for Empire of Imagination.

I only wish I had the energy and drive to brave the cold and find some of the sights. It’s only fours hours or so away, so I might try when it’s a bit warmer, and make a weekend drive of it.

Stephen Sullivan map for Empire of Imagination
Stephen Sullivan map for Empire of Imagination